39 NodeInput *inputSocket = this->getInputSocket(0);
47 const float render_size_factor =
context.getRenderPercentageAsFactor();
48 float fx = rd->
xsch * render_size_factor;
49 float fy = rd->
ysch * render_size_factor;
59 if (
data->wrap_axis) {
Overall context of the compositor.
void mapInputSocket(NodeInput *node_socket, NodeOperationInput *operation_socket)
void addOperation(NodeOperation *operation)
void mapOutputSocket(NodeOutput *node_socket, NodeOperationOutput *operation_socket)
void addLink(NodeOperationOutput *from, NodeOperationInput *to)
NodeOperationInput * getInputSocket(unsigned int index)
NodeOperationOutput * getOutputSocket(unsigned int index=0)
NodeOutput are sockets that can send data/input.
NodeOutput * getOutputSocket(const unsigned int index=0) const
bNode * getbNode() const
get the reference to the SDNA bNode struct
NodeInput * getInputSocket(const unsigned int index) const
void setMemoryProxy(MemoryProxy *memoryProxy)
void convertToOperations(NodeConverter &converter, const CompositorContext &context) const override
convert node to operation
TranslateNode(bNode *editorNode)
void setFactorXY(float factorX, float factorY)
void setWrapping(int wrapping_type)
NodeOperation to write to a tile.
MemoryProxy * getMemoryProxy()